2a4 and 2a5 done
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AR-2/Assets/2a3.unity
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AR-2/Assets/2a3.unity
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AR-2/Assets/2a4.unity
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AR-2/Assets/2a4.unity
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@ -0,0 +1,12 @@
|
|||
# Blender MTL File: 'ruediger_simple.blend'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl RuedigerSimpleOne
|
||||
Ns 96.078431
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Ka 1.000000 1.000000 1.000000
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||||
Kd 0.640000 0.640000 0.640000
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||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
77
AR-2/Assets/PenguinShaderMat.mat
Normal file
77
AR-2/Assets/PenguinShaderMat.mat
Normal file
|
@ -0,0 +1,77 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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m_PrefabAsset: {fileID: 0}
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m_Name: PenguinShaderMat
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disabledShaderPasses: []
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- _BumpScale: 1
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@ -8,7 +8,7 @@ Material:
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m_PrefabAsset: {fileID: 0}
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m_ShaderKeywords: _EMISSION
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m_LightmapFlags: 2
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m_EnableInstancingVariants: 0
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82
AR-2/Assets/StylizedPenguin.shader
Normal file
82
AR-2/Assets/StylizedPenguin.shader
Normal file
|
@ -0,0 +1,82 @@
|
|||
Shader "AR/StylizedPenguin" {
|
||||
|
||||
Properties {
|
||||
_MainTex ("Penguin Texture", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader{
|
||||
Tags { "RenderType" = "Opaque" }
|
||||
|
||||
Pass {
|
||||
|
||||
Cull Off
|
||||
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
|
||||
fixed4 _Color;
|
||||
|
||||
struct Input {
|
||||
float4 position : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 coord : TEXCOORD0;
|
||||
half3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct VertexToFragment {
|
||||
float4 position : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 coord : TEXCOORD0;
|
||||
half3 normal : NORMAL;
|
||||
};
|
||||
|
||||
VertexToFragment vert(Input IN) {
|
||||
VertexToFragment OUT;
|
||||
OUT.position = UnityObjectToClipPos( IN.position);
|
||||
OUT.color = IN.color;
|
||||
OUT.coord = IN.coord;
|
||||
OUT.normal = UnityObjectToWorldNormal(IN.normal);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
float2 _NoiseVector;
|
||||
|
||||
|
||||
fixed4 frag(VertexToFragment IN) : SV_Target {
|
||||
|
||||
half4 c = tex2D(_MainTex, IN.coord);
|
||||
|
||||
float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1));
|
||||
|
||||
|
||||
|
||||
if (dot(normalize(forward), normalize(-1*IN.normal)) < 0.55) {
|
||||
c.rgb = float3(0,0,0);
|
||||
} else {
|
||||
c.rgb = float3(255,255,255);
|
||||
}
|
||||
|
||||
|
||||
float rand = frac(sin(dot(IN.position, _NoiseVector)) * 43758.5453);
|
||||
if (rand < 0.03) {
|
||||
if (c.r == 0) {
|
||||
c.rgb = float3(255, 255, 255);
|
||||
} else {
|
||||
c.rgb = float3(0,0,0);
|
||||
}
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
44
AR-2/Assets/StylizedScript.cs
Normal file
44
AR-2/Assets/StylizedScript.cs
Normal file
|
@ -0,0 +1,44 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using OpenCVForUnity.CoreModule;
|
||||
using OpenCVForUnity.ImgprocModule;
|
||||
using Vuforia;
|
||||
|
||||
public class StylizedScript : MonoBehaviour
|
||||
{
|
||||
Mat cameraImageMat;
|
||||
Mat stylizedMat = new Mat();
|
||||
Mat greyMat = new Mat();
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
MatDisplay.SetCameraFoV(41.5f);
|
||||
|
||||
Image cameraImage = CameraDevice.Instance.GetCameraImage(Image.PIXEL_FORMAT.RGBA8888);
|
||||
|
||||
if (cameraImage != null)
|
||||
{
|
||||
if (cameraImageMat == null)
|
||||
{
|
||||
cameraImageMat = new Mat(cameraImage.Height, cameraImage.Width, CvType.CV_8UC4);
|
||||
}
|
||||
cameraImageMat.put(0, 0, cameraImage.Pixels);
|
||||
|
||||
Imgproc.cvtColor(cameraImageMat, greyMat, Imgproc.COLOR_RGB2GRAY);
|
||||
|
||||
Imgproc.adaptiveThreshold(greyMat, stylizedMat, 255, Imgproc.ADAPTIVE_THRESH_MEAN_C, Imgproc.THRESH_BINARY, 11, 5);
|
||||
|
||||
MatDisplay.DisplayMat(stylizedMat, MatDisplaySettings.FULL_BACKGROUND);
|
||||
|
||||
Shader.SetGlobalVector("_NoiseVector", new Vector2(Random.value, Random.value));
|
||||
|
||||
}
|
||||
}
|
||||
}
|
File diff suppressed because one or more lines are too long
61
AR-2/Assets/TreeGrayShader.shader
Normal file
61
AR-2/Assets/TreeGrayShader.shader
Normal file
|
@ -0,0 +1,61 @@
|
|||
|
||||
Shader "AR/GrayCylinder" {
|
||||
|
||||
Properties {
|
||||
_MainTex ("Cylinder Texture", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader{
|
||||
Tags { "RenderType" = "Opaque" }
|
||||
|
||||
Pass {
|
||||
|
||||
Cull Off
|
||||
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
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fixed4 _Color;
|
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|
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struct Input {
|
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float4 position : POSITION;
|
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float4 color : COLOR;
|
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float2 coord : TEXCOORD0;
|
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};
|
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|
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struct VertexToFragment {
|
||||
float4 position : SV_POSITION;
|
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float4 color : COLOR;
|
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float2 coord : TEXCOORD0;
|
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};
|
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|
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VertexToFragment vert(Input IN) {
|
||||
VertexToFragment OUT;
|
||||
OUT.position = UnityObjectToClipPos( IN.position);
|
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OUT.color = IN.color;
|
||||
OUT.coord = IN.coord;
|
||||
return OUT;
|
||||
}
|
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|
||||
sampler2D _MainTex;
|
||||
float2 _NoiseVector;
|
||||
|
||||
|
||||
fixed4 frag(VertexToFragment IN) : SV_Target {
|
||||
half4 c = tex2D(_MainTex, IN.coord);
|
||||
|
||||
float rand = frac(sin(dot(IN.position, _NoiseVector)) * 43758.5453);
|
||||
|
||||
c.rgb = dot(c.rgb, float3(0.3, 0.59, 0.11));
|
||||
|
||||
c.rgb -= rand*0.2;
|
||||
return c;
|
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}
|
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|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
|
@ -28,6 +28,7 @@ public class VideoBGScript : MonoBehaviour
|
|||
cameraImageMat.put(0,0, cameraImage.Pixels);
|
||||
|
||||
|
||||
|
||||
MatDisplay.DisplayMat(cameraImageMat, MatDisplaySettings.FULL_BACKGROUND);
|
||||
|
||||
}
|
||||
|
|
42
AR-2/Assets/VideoBGScript2.cs
Normal file
42
AR-2/Assets/VideoBGScript2.cs
Normal file
|
@ -0,0 +1,42 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using OpenCVForUnity.CoreModule;
|
||||
using OpenCVForUnity.ImgprocModule;
|
||||
using Vuforia;
|
||||
|
||||
public class VideoBGScript2 : MonoBehaviour
|
||||
{
|
||||
Mat cameraImageMat;
|
||||
Mat cameraImageGrayMat = new Mat();
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
MatDisplay.SetCameraFoV(41.5f);
|
||||
|
||||
Image cameraImage = CameraDevice.Instance.GetCameraImage(Image.PIXEL_FORMAT.RGBA8888);
|
||||
|
||||
if (cameraImage != null) {
|
||||
if (cameraImageMat == null) {
|
||||
cameraImageMat = new Mat(cameraImage.Height, cameraImage.Width, CvType.CV_8UC4);
|
||||
}
|
||||
cameraImageMat.put(0,0, cameraImage.Pixels);
|
||||
|
||||
Imgproc.cvtColor(cameraImageMat, cameraImageGrayMat, Imgproc.COLOR_BGR2GRAY);
|
||||
|
||||
MatDisplay.DisplayMat(cameraImageGrayMat, MatDisplaySettings.FULL_BACKGROUND);
|
||||
|
||||
}
|
||||
|
||||
Shader.SetGlobalVector("_NoiseVector", new Vector2(Random.value, Random.value));
|
||||
//Shader.SetGlobalFloat("_NoiseScale", Random.value);
|
||||
//Shader.SetGlobalFloat("_NoiseOffset", Random.value);
|
||||
}
|
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}
|
|
@ -8,7 +8,7 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: DefaultTarget
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m_Shader: {fileID: 10755, guid: 0000000000000000f000000000000000, type: 0}
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m_Shader: {fileID: 4800000, guid: bd60f254bfe034e099e9f70c306d67e7, type: 3}
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m_ShaderKeywords:
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m_LightmapFlags: 5
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m_EnableInstancingVariants: 0
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|
|
Loading…
Reference in New Issue
Block a user